1. #1
    Ex. Reakktor Employee Thanatos's Avatar
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    Default Nanite Technology Discussion

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    Nanite Technology

    Nanites are contained in a liquid that can be injected into the human organism, where they can execute different tasks. Nanites are categorized in different classes, providing information about their quality, possible applications and permitted levels of concentration in the human body.

    Evolution history:
    BioTech has developed the initial form of all nanite classes available today – in the beginning, they were cooperating with the Crahn Brotherhood, who were very interested in this technology. The cooperation ended when their views concerning the usage of the memory unit in the „Class B Nanites“ clashed. BioTech claims that Crahn was planning on using them as military weapon, which lead to BioTech distancing themselves from this type of technology and heavily regulated any follow-up projects.

    Therefore BioTech was working alone on the further development of the nanite technology – while Crahn was working on possible uses of the available technology (Class B variation).

    Injectors
    The injectors have their roots in medicine – they have however been improved to be used outside of sterile environments. Different levels of precision are required for the particular nanite types to prevent damage from friction or pressure.

    Users will need a certain level of intelligence and medical knowledge to use the injectors (subskill Implant).

    Only the Injector Tool distinguishes itself with very easy handling as it was designed to be used by combat troops far away from their base and medical help.

    Nanite Categories

    Class A
    Prototype for motor function and tolerance in living organisms – no longer in use today.

    Class B
    First type used on humans. Their size allows them to settle in the human body’s main arteries. Their small memory unit can be used to configure them for different applications. Based on our current knowledge level, Class B Nanites are considered at least questionable by BioTech, as they can heavily strain the organism and rapidly „over-settle“ it. In addition, nanite traces have been found in bodies even years after their use – some studies even claim that gene defects and damage to the genotype are possible.

    Variations: The „Class B+“ Nanites have a larger memory unit.

    Class C
    Prototype for a variation that can be quickly broken down by the body.

    Class D
    This type is the first real advancement by BioTech. It settles in the whole blood circuit and is programmed for specific tasks during the fabrication process, under heavy security measures – any outside manipulation is impossible thereafter. This type is only used to protect the organism by converting harmful substances into harmless emissions.

    Variations: The „Class D (A+)“ Nanites have been created to initialize a controlled release of adrenaline.

    Class F
    This type represents the currently highest evolution level for this technology – further size reductions seem unthinkable. Using these nanites requires a maximum of precision to prevent any damage to the very fragile nanite structure. In return, the minimal size of these nanites allows very high concentrations in the body, as they do not hinder any vital processes. Other than their predecessors they do not infiltrate the blood circulation, but rather act through the vegetative nervous system – without noticeably irritating it.

    Effects on the human organism
    Nanite technology offers a broad spectrum of application in the human organism and can execute life-saving tasks – despite this, nanites remain a foreign organism and can heavily strain the organism. For this reason, BioTech has defined a maximal nanite concentration that should not be exceeded, at the risk of causing serious damage to the organism.

    Therefore, a maximal concentration of 100 percent has been defined in the game – this concentration can not be exceeded in foreign support (any injection attempts that would lead to a higher concentration fail). Only self-injections allow a higher concentration. This can however have negative consequences.

    Applications:

    Group 1: Protection Nanites

    Properties:
    Use Restrictions: Intelligence (INT), HighTech Combat (T-C) and Implant (IMP)
    Selfcast: Yes
    Foreigncast: No
    Technology 1: Cryton SPIT Basic Protection Tool (Class D Nanites)
    Technology 2: Cryton SPIT Advanced Protection Tool (Class F Nanites)
    Technology 3: Cryton SPPT Nanite Pyrolizer (Class B Nanites)

    Explanation:
    This technology is based on the principle of transforming harmful energies into harmless ones and ejecting them.

    Cryton SPIT Basic Protection Tool
    The Class D Nanites could only be efficiently configured for energy groups – therefore only energy combinations are available for this tool. The nanite concentration of one injection lies around 20-25 percent.
    -Cryton Mixed PR-FAP Nanites: Force and Piercing
    -Cryton Mixed PR-EAR Nanites: Energy and X-ray
    -Cryton Mixed PR-BAT Nanites: Fire and Poison

    Cryton SPIT Advanced Protection Tool
    This tool can use Class F nanites, with considerably better properties – one of them being the configuration for single energy types. The nanite concentration of one injection lies around 10-15 percent.
    -Cryton ProForce Nanites
    -Cryton ProPiercing Nanites
    -Cryton ProBurn Nanites
    -Cryton ProEnergy Nanites
    -Cryton ProRadiation Nanites
    -Cryton ProToxic Nanites

    Cryton SPPT Nanite Pyrolizer
    This tool uses special Class B Nanites to destroy other nanites and remove them from the body. This process requires an extremely high concentration per injection, which considerably strains the organism. Therefore a rest phase before using more nanites is unavoidable.
    -Cryton Pyrolization Nanites

    Group 2: Regeneration Nanites

    Properties:
    Use Restrictions: Constitution (CON) and Body Health (HLT)
    Selfcast: Yes
    Foreigncast: No

    Explanation:
    This technology comes from the medical field and was developed to trigger an intelligent adrenaline release that doesn’t strain the organism, to reactivate lost energy reserves.

    BioTech EPIT Personal Injector
    This tool uses a modification of the Class D Nanites (Class D (A+)), which are able to detect damaged cell tissue and release adrenaline in those areas. The nanite concentration of one injection lies around 40-50 percent. A higher concentration of these nanites would not provide any additional healing, as the amount of adrenaline released into the body can not go any higher than allowed.
    -BioTech Regeneration Nanites

    Group 3: Purgation Nanites

    Properties:
    Use Restrictions: Intelligence (INT), Focussing (FCS) and Implant (IMP)
    Selfcast: Yes
    Foreigncast: Yes
    Technology 1: Crahn CIT Basic Organism Cleaner (Class B Nanites)
    Technology 2: Crahn CIT Advanced Organism Cleaner (Class B+ Nanites)

    Explanation:
    This type of nanites settles at specific locations in the human organism to detect and reduce intrusions and manipulations. The Class B variations focus on the heart, the center of the human blood cycle to absorb harmful substances until they are destroyed by said substances. Their derivative (Class B+) operates in the brain to detect and eliminate psychic manipulations.

    Crahn CIT Basic Organism Cleaner
    This tool allows the usage of Class B Nanites, to minimize temporary damage. The nanite concentration of one injection lies around 30-35 percent.
    -Crahn DeToxic Nanites
    -Crahn DeBurn Nanites
    -Crahn DeShock Nanites
    -Crahn DeRadiation Nanites
    -Crahn DeContamination Nanites

    Crahn CIT Advanced Organism Cleaner
    This injector uses the modified nanite type „Class B+“. This nanite type detects psychic manipulations and reduces the duration of this effect. The nanite concentration of one injection lies around 35-40 percent, as the effects are stronger close to the brain.
    -Crahn AntiHeal Nanites
    -Crahn AntiDeflector Nanites
    -Crahn AntiProtector Nanites
    -Crahn AntiAbsorber Nanites
    -Crahn AntiParaShock Nanites
    -Crahn AntiDamageBoost Nanites

    Nanite-Technology balancing aspects:

    The injectors listed above are – as promised – tailored for the classes Spy, GenTank and Private Eye. However, no class restrictions have been defined, so it is very possible that there is some overlap – we want to implement these tools with logical restrictions to allow several classes access to this feature. However, the high TechLevel versions should only be accessible by the specified classes.

    Class Spy:
    The Spy receives a protection functionality that can be used in very varied ways. He can support up to 8 simultaneous injections (when using the Advanced series) without suffering any side effects. The strength of this protection is comparable to that of PPU shields.

    To prevent possible „Shit-Buffs“ the Spy is the only class that has the possibility to completely neutralize all nanite activity in his body – however he then has to accept a resting phase before he can reapply his nanite protection.

    Class Private Eye:
    The Private Eye receives some support roles through the tools listed above. They are intentionally different from those of a high level PPU, to prevent them from being replaced or even reach their level of performance. The nanite concentration limits the usage of these roles over a certain time span - therefore this combat support is only a supplement. The support class is and remains the PPU!

    Class GenTank:
    Thanks to the regeneration nanites, the GenTank can now heal himself independently again. The use restrictions require certain levels of CON und HLT to make sure that the organism can deal with the strain. However, basically all capped players can meet these requirements, so this tool can be used by all classes.


    Incompatibility with PSI activity
    We will implement the following restrictions at the start of the nanite technology:
    -Protection from nanites prevents simultaneous protection from PSI (and vice versa)
    -Healing from nanites prevents healing from PSI (and vice versa)


    We consider this base concept conclusive and think it fits well into the existing game mechanics – of course some fine-tuning will be required, after all the nanite technology is in a beta phase at best! Should you have any more questions, we will try to answer them as best as we can.
    Last edited by Thanatos; 05-02-07 at 17:38.

  2. #2
    Bitter Old Fart Dribble Joy's Avatar
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    Not entirely sure of the IMP reqs.. it makes sense from a realism persopective, but the number of people that will use these in combat seems less likely.

    We shall have to see though.

  3. #3

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    Damnit- Couldnt you have released yesterday? I Got work this morning (For the next 6-8 hours -.-)
    He who knows not and knows not that he knows not is a fool; avoid him.
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  4. #4

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    Its all a bit confusing i will look more when i got more time but yeh the imp reqs dont look to tasty but i shall test em

  5. #5

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    I've tested these a bit. Results are in the the early impressions section Early impression nanite tests

    ####

    I think the Spy protection ones have potential , but the Basic protection combined "energy type" ones have such a lower TL as to be useless compared to the higher TL single type Advanced protection versions. Fully overloaded (150) with 4 shots of all 3 basics only results in approx 7.5% shields vs all , whilst (150) loaded with Advanced gives 15% vs all. However using advanced requires 6 seperately modded modules = awkward.....Perhaps an advanced version of combined "energy types" could be added ?

    Also, having the screen stacked with 13 nanite icons is annoying....maybe they could be changed to remain single stacks with just an x1-x12 tag to indicate multiples?

    #####

    Regarding the heal nanites ,the overload penalty of - body health is also quite severe , since the overload per heal lasts 60 sec , whilst the heal lasts only 30 sec.....this means after 4 consecutive heals you are auto-overloaded. Perhaps the heal duration could change to 60 sec also ?

    The heal power seems similar to tl 10 jones heal , nice for APUs/Tanks but the overload problem means that spies/pes will prefer a jones heal. Perhaps the heal power should become stronger then a jones heal, considering the overload problems , in order to make it actually useful to spy/pe.

    ####

    The PE nanites seem particularly weak, the anti-buffs taking too long to actually remove the shield (15 sec after the debuff is cast) and the DOT-removal ones dont really seem that useful since they are all skills which were hardly even used by PPUS in the first place.

  6. #6

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    nanites are fun and a nice idea. Also nice is the theory background that thanatos explained to us . There is an application situation with those tools, in which basically you can't allow less than 4-5 tools with just one mod per tool, which also compares with the different psi spells for protection, therefore we are equal here (one can say) plus we are getting the extra option to use more mods, but I guess due to complexity one wont be able to use more than 2-3 different ammo per tool. For starters I will try using one mod per tool. So this is fine too.
    What certainly needs to be taken care, is differentiation, maybe by using different colouration, so for example, fire ones are red, energy are white and say xrr are orange etc... Also change that horrible sound to something that resembles nanite injection
    I really want to see how all these make way to the battlefield.

    Deflectors/absorbers/protectors: these tend to loose their power way to fast, and mobs knock you out before you can understand whats going on and why. I think losing 15% per hit is way too much, even though we will test it in tonight's OP fight, but please also make it so that when shields reach a specified level, where they become useless make it so that you can regenerate them. Maybe after a certain period of time i dunno, but as they are they lose their effect very fast, leaving you unprotected..

  7. #7

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    100 100
    85 95
    72 90
    61 86
    52 81
    44 77
    38 74
    32 70
    27 66
    23 63
    20 60
    17 57
    14 54
    12 51
    10 49
    9 46
    7 44
    6 42
    5 40
    5 38

    on the left column, you see what is happening now. On the right what used to happen after getting shot 20 times. Basically, it means that after your 5th shot, your shields are already losing half of their efficiency, essentially leaving you unprotected.

    Classes that rely on ppu spells a lot, like PEs and PPUs will suffer from this. Introduce a mechanism of colors, where say, the spell is getting a blue colour indicating that it has reached say, 50% of its efficiency and a Red colouration according to level (say for example 20%) in which you can refresh the shields. Besides spies already can administer more nanaites in their system as it is...

  8. #8
    Bitter Old Fart Dribble Joy's Avatar
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    Right thread?

    Anyway, it does suck, and will make high freq weapons like the CS, slasher etc much more poweful.

    Either put it back or get rid of this feature.

  9. #9

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    @ jini

    Yes colors would help a lot , currently the only way I can find to effectively to know what tool is using which mod and ammo is to maintain 6 different tools in my hotbar , ordered as force/pierce/energy/xray/fire/poison . This way they automatically re-load with the same correct ammos.

    So then when I want to set myself up I know which to cast, for example going into chaos cave I want pierce and poison so I cast the 2nd one and the 6th one 4 times each..... then to change to a energy/xray setup later , I'd cast just the 3rd and 4th ones...etc

    But trying to do this with a multi-modded version instead of the 6 seperates would require a lot of messing about in inventory changing ammo and examining to see what dmy type it reads each time etc.

    A practical solution might be to just sell single color coded versions of each single type , instead of the default force-only-type.

  10. #10

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    Quote Originally Posted by Dribble Joy
    Right thread?

    Anyway, it does suck, and will make high freq weapons like the CS, slasher etc much more poweful.

    Either put it back or get rid of this feature.
    If your talking about psi shields...

    The net shield loss is about 1% per shot from a high TL ..... RE-casting IS allowed once you have lost about 20% of the base shield (ie: your basic absorber gives 36% ....once its down to 29% (after 5-10 hits or so) you should be able to re-cast it to get back to 35%) Its not a case where you must wait till its down in absolute terms from 35% to 15% .....the Criteria is just that the Fresh shield must be 25% stronger then the existing one.
    EG: if the base fresh shield gives 25% , then once its at 20% (just down by 5% in absolute terms) you can recast it , since the new shield at this point would be will be 25% stronger then the existing one.

    Just get a habit of re-freshing absorber after you take 10 hits or so, and you should be fine I think.

    EDIT: There does arise here a problem with nanite vs psi shields since I dunno if you can actually "refresh" nanite shields in the same way as psi ones , not to mention the additional overload issues with doing so......

  11. #11
    I am the Law unreal's Avatar
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    Arrow

    It might be worth mentioning the item conditions here though while you're doing the testing, something I mentioned a long time ago. Unless it's going to be possible to get those non-rare items (along with many others on the Test Server - not to mention the WoC weapons) to all artifact (120/120) condition (or somewhere near), they'll probably require extra skill point assignments after retail to use them as you can now - no doubt it'll end up being a runspeed nerf. Just something to think about.
    Last edited by unreal; 06-02-07 at 17:36. Reason: Typing error.
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  12. #12
    Bitter Old Fart Dribble Joy's Avatar
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    Quote Originally Posted by Lifewaster
    The net shield loss is about 1% per shot from a high TL
    It's per hit (so I have understood so far), meaning literally per hit. This means one slasher burst could take it to 44%.

  13. #13

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    Quote Originally Posted by Dribble Joy
    It's per hit (so I have understood so far), meaning literally per hit. This means one slasher burst could take it to 52%.
    Hmm, No It seemed more related to total dmg absorbed then per hit. I tested standing in Plaza with a PPU today, 4-5 copbots shooting , my shields were at 85% , dmg per shot/burst was about 40 x4 , each shot reduced the shield by about .20% .....after 4-5 hits (1 bursts) shields had gone down by 1% total to 84% .....it took 40-50 hits before the shield was down to 75% , so I easily re-freshed it each time. All I had to do was refresh after every 10-20 bursts , so every 60 sec when I cast a heal I just re-freshed absorber and I managed to stand there for about 15 minutes without dying.(allthough I was over-specced in armor/con vs energy which meant I remained at 92% overall resist untill my shield actually dropped below 75%)

    Also did a small test using the basic protector in chaos cave, it gave 34% , then dropped by about 1% per hit (but these were bigger dmg hits about 200ish I think)

    So I'm pretty certain its overall dmg based , not just hit based. So one slasher burst should only drop your shield by 1-2% max.

  14. #14

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    it is per hit, but John should have to clarify this, if its per burst or per hit(shot/bullet) he meant. Otherwise shields are nothing actually. Also per burst is not good either, as in theory a lazar pistol could antibuff you as well. It must be done on a "per damage" basis

    Also, since this is nanite technology, get your art dept. to introduce some new and cool gfx, clearly differentiating from psi spells. With colours, maybe bars, maybe nanite cloud that gets thinner and thinner as time passes I dunno, something...

    oh, and I believe we choose the wrong day for OP test fights server is offline

    edit2:
    Quote Originally Posted by Lifewaster
    @ jini

    Yes colors would help a lot , currently the only way I can find to effectively to know what tool is using which mod and ammo is to maintain 6 different tools in my hotbar , ordered as force/pierce/energy/xray/fire/poison . This way they automatically re-load with the same correct ammos.

    So then when I want to set myself up I know which to cast, for example going into chaos cave I want pierce and poison so I cast the 2nd one and the 6th one 4 times each..... then to change to a energy/xray setup later , I'd cast just the 3rd and 4th ones...etc

    But trying to do this with a multi-modded version instead of the 6 seperates would require a lot of messing about in inventory changing ammo and examining to see what dmy type it reads each time etc.

    A practical solution might be to just sell single color coded versions of each single type , instead of the default force-only-type.
    remember however Life, that this is how ppus/pes function now.
    Oh and We all forget that nanite boxes are too heavy. Way too heavy. you cant just carry all these tools along with nanites, guns and ammo. Overall weight should be like psi spells for the tools, and next to 0 for the nanites. Remember, psi uses psi mana, and psi boosters are very efficient in that area
    Last edited by jini; 06-02-07 at 18:00.

  15. #15

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    Unreal, us humans understand colours easier than checking readings of letters or numbers. I prefer a system where colouration will indicate type and gradation will indicate % of shields. From a said threshold (e.g say 30%) the coloured shields will start to blink indicating when they need rebuffing

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